add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting

This commit is contained in:
Xonk
2024-06-19 21:44:21 -04:00
parent afe1a2f30e
commit 56ad3b059d
33 changed files with 843 additions and 771 deletions

View File

@ -85,6 +85,8 @@ vec3 doMotionBlur(vec2 texcoord, float depth, float noise){
return color / samples;
}
uniform sampler2D shadowcolor1;
void main() {
float depth = texture2D(depthtex0,texcoord*RENDER_SCALE).r;
@ -105,5 +107,13 @@ void main() {
doCameraGridLines(COLOR, texcoord);
#endif
#if DEBUG_VIEW == debug_SHADOWMAP
vec2 shadowUV = texcoord * vec2(2.0, 1.0);
if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1)COLOR = texture2D(shadowcolor1,shadowUV).rgb;
#endif
gl_FragColor.rgb = COLOR;
}